Jump to content

loki

Member
  • Content Count

    414
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by loki

  1. loki

    Ka-50 port from ARMA 2

    everyone knows randy died.. right? and as one of the people who knew randy since 2006.. i can safely say.. he'd be happy to see his work continued. but that is just my opinion. so good luck.
  2. thanks grimes.. that's what i was thinking as well.. just wanted a second opinion. would have been nice though.
  3. is there a way to add an EH or something to a MP parameter, so when i switch one param_var, it will update the others during parameter selection at the start of a mission? (like a template)
  4. loki

    Our friend Randy Stratton is dying

    it is hard to tell a friend goodbye slowly.. you will be missed my friend.
  5. colorText[] = {1, 1, 1, 1}; colorBackground[] = {1, 1, 1, 1}; try: colorText[] = {-1,-1, -1, -1}; colorBackground[] = {-1, -1, -1, -1}; had the same thing happening to me.
  6. very handy for GUI's.. thx for this.
  7. awesome.. thank you for the answer. :)
  8. i'd tend to lean towards this. and i have no belief this 'claimer' is for BIS to steal anything. but i suppose the webmaster should be told.. there is a reason its called fine print. too easy to see one word out of the 50 in the statement.. and just run off into imagination land. EDIT: still... i would like to know what it means exactly.. and im sure someone in the know will chime in and clarify it.
  9. hopefully a DEV can clarify this aspect for the community. seems like a good way to get new and old modders alike back into the community. but something like this can and will cause rumors and misinterpretations which will only hurt the contest and community as a whole. imo
  10. :icon_wink:yeah.. just wanted to add my 2 cents on this sub-section. wow! </2cents> :386: EDIT:.. after re-reading it for the 20th time.. this makes all good then: "on a royalty-free and non-exclusive basis" so Author retains rights and the "Organizer" can do anything "it" wants with submitted content. as long as "it" makes no profit from said content. i don't think it's saying what ppl think it is.. it seems a basic reverse of the ELUA for the bis models that modders use. IF i read lawyer correct...
  11. just wanted to say great script and thanks :)
  12. thanks for the replies: @trajin - setOwner won't work because 'any' player is just picking up a vehicle and dropping it off. @cuel - it appears that when 'any' player uses the attachTo.. the object attached becomes local to the client machine that ran the function. hence when the sever tries to create a parachute and move the 'detached object' into it.. i get the 'object' is remote error. what i did was ugly and doesn't solve the isssue of the function... but oh well. thanks for the insight. server grabs the object right after detach.. deletes it and spawns a new object in its place.. object is now global again.. <snip> _dropped_type = typeOf _dropped; _dropped attachTo [_veh,[0,2,-5]]; sleep 0.1; detach _dropped; //ugly workaround.. i hope deleteVehicle _dropped; _newObj =_dropped_type createVehicle position _veh; _newObj setpos (_veh ModelToWorld [0,0,-16]); </snip>
  13. howdy... issue is ONLY on dedicated: how do you get around that a global object becomes local when 'detach object' is fired off?.. like in a paradrop script?
  14. so that is why that is causing that error on my dedi.. tyvm! http://community.bistudio.com/wiki/profileNamespace Return the global namespace attached to the active user profile. global namesspace doesn't work globally.. would would have thought... :/
  15. thanks.. but im only looking to not have to edit his scripts every update.. and tbh (imo).. eos should have a type of killerticker built in it for an added layer of immersion manipulation.
  16. howdy.. just wanted to say nice system. was wondering if you would mind adding a killTicker switch in your EOS_Core.sqf example: openMe.sqf killTicker = TRUE; EOS_Core.sqf <snip> _aGroup=[_pos,_aSize,_faction,_side] call EOS_spawnPatrol; //killticker if (killTicker) then {{_x spawn tlq_killTicker;} forEach units _aGroup;}; for each of your groups? then i don't have to do it each update ;) http://www.armaholic.com/page.php?id=19102 makes it very nice and easy to hook a score system into EOS. thanks either way.. and keep up the great work.
  17. forgot about this.. my demo works just fine.. if you want it to work on a dedicated.. you only have to add publicVariables. set them.. and get them. if you don't know about publicVariables and locality... you will have problems trying to maintain such a system in your mission. EDIT: some resources http://community.bistudio.com/wiki/addPublicVariableEventHandler http://community.bistudio.com/wiki/setVariable http://community.bistudio.com/wiki/getVariable http://community.bistudio.com/wiki/6thSense.eu:EG#Locality
  18. EDIT: ^ about using a global var for the marker name. just create the marker in onMapClick{}. this is what i use in my stuff. and i just deleteMarker when the op is finished and spawn a new one each time. fnc_mapClickAO.sqf (example) //wait on MapClick and then move the AO marker and start spawns ((uiNamespace getVariable "eGUI_dialogSpawnCenter") displayCtrl 1103) ctrlSetStructuredText parseText "Click on the mini map to move the AO marker."; onMapSingleClick { //create new AO marker mainAOMarkerName = createMarker ["AO", _pos]; mainAOMarkerName setMarkerBrush "SOLID"; mainAOMarkerName setMarkerShape "ELLIPSE"; mainAOMarkerName setMarkerColor "ColorRed"; mainAOMarkerName setMarkerDir 0; mainAOMarkerName setMarkerSize [ao_size,ao_size]; //xHelperObjectAO xHelperObjectAO setPos getMarkerPos mainAOMarkerName; //close the map //openMap [false, false]; //SETUP POTENTIAL BUILDING POSITIONS call ECHELON_fnc_findAllBuildPositions; //FIND A POTENTIAL ROAD POSITIONS call ECHELON_fnc_FindRoadPositions; //change the AO maker to something not IN YOUR FACE SOLID.... mainAOMarkerName setMarkerBrush "Border"; //check for spawnCenterUse if (enemyMenGarrison || enemyVehiclesCar || enemyVehiclesTank || enemyAirPatrols ) then {call ECHELON_fnc_spawnCenter;}; //IF TRUE - OBJECTS FOR TASKS TEST if (xTasks) then {call ECHELON_fnc_spawnMissionObjects;}; //IF TRUE - RANDOM LOOT if (loot) then {call ECHELON_fnc_spawnLoot;}; //INFORM THE PLAYER MISSION HAS SPAWNED _text = ["<br/><br/><t color='#00ff00' size='0.8' align='center'>AO SPAWNED: </t><t color='#00ff00' size='0.8' align='center'> Happy Hunting, %1.</t><br/><br/> ",name player ]; ((uiNamespace getVariable "eGUI_dialogSpawnCenter") displayCtrl 1103) ctrlSetStructuredText parseText format _text; //ao is live and NOT ready to call again ao_live = TRUE; true; };
  19. i made a small demo for anyone who needs one. http://forums.bistudio.com/showthread.php?166048-iniDB-demo-gear
  20. very impressive.. thx for releasing it. keep up the work.. following this thread and project. EDIT: at 6m:39s in the first video http://imageshack.us/photo/my-images/163/uly5.png/ is that LOS?.. the ai can track through multiple buildings? look at the blu_f on the far left.. and his line goes through many objects to the ofp_f on the far right....
  21. loki

    Tower of Altis Hotel

    i like it... don't forget to put in buildingPositions for ai. :)
  22. hi is there a script way to parse a players running addons and put it into an array? thanks
  23. kickass deadfast.. thanks!
  24. loki

    -ranking

    bmp.. err.. bump
×